Morale

Should 5e Have Morale Rules?

  • No

    Votes: 25 15.8%
  • Yes, for monsters and npcs only

    Votes: 82 51.9%
  • Yes, for monsters, npcs and pcs alike

    Votes: 14 8.9%
  • Yes, in an optional module

    Votes: 78 49.4%
  • Yes, as a core rule.

    Votes: 13 8.2%
  • Other- lemme explain

    Votes: 1 0.6%

I don't think they are much needed, but I'd like to have an optional small module for that. I see the idea applicable only to NPC and monster, so that it's basically a tool for the DM to avoid making an arbitrary decision and let the rules and the dice determine whether the monsters runaway or whatever. It takes an extra willingness from the player to use it for the PC, that I don't think it will be often used.
 

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I have always wanted morale to have a solid mechanic rather than just relative judgement.

I would love to see it linked to charisma so Charisma isnt the "Automatic dump stat except for one sucker" stat. I like it when every stat has relevance both in and out of mechanics.

Imagine a High Charisma fighter who is able to use that to intimidate enemies on the battlefield i.e. not so focused on stacking to chip away at hit points, but more to chip away at resolve.

To me, it opens an interesting avenue for character design
 

In Pathfinder modules, morale is part of encounter design. Each monster, or group of monsters, has a morale entry under the Tactics section of the stat block.

This works really well. The DMG and MM together should provide guidelines for tactics and morale that DM's can use when designing encounters and aspects of the environment.
 
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The difference between old school and new school D&D comes down to whether or not the DM is allowed to make choices.

Morale rules are quite extensive in AD&D including henchmen, obedience and loyalty just for starters. They are the foundation for the entire clerical system (like the magic or combat systems) and removing them simply ends up gimping the Cleric again into a pale imitation of a fighter or a pale imitation of a wizard.

Plus, there are pursuit and evasion rules in AD&D too for when creatures flee.
 

I'm kind of surprised that morale rules are usually seen as "Flee or Stay" instead of "Gain/Lose Benefits/Penalties."

Fear effects, for instance, could differ in power or even effect based on a creature's morale. Will saves might go down, while Reflex saves go up. Things might gain extra movement while moving away, but might also grant constant combat advantage (or grant combat advantage when adjacent to foes instead of when flanked by foes).

You could do a lot more interesting things than just "It runs away."

Buuuuut, that should be a module.
 

I voted for monsters and NPC's, but not PC's. I also voted it be optional.

I agree with several other posters that not all monsters should fight to the death.

I'd at least like some guidance as to how likely a particular monster would be to flee. For example it may be that Goblins flee at the drop of a hat, while a mind flayer may fight or flee, depending on what the best option for it is at the time. A golem, on the other hand, may fight to the death (or until certain conditions in its programming are attained - the creature it is fighting leaves a particular area, for example).

Morale could be conditional too. For example, a creature may flee from a meal if it realises it is outmatched. However, if it is defending its lair or children then it might fight to the death.

Even some guidelines on the sort of things that increase and decrease morale would be good. For example, creature has lost x% of it's hit points, y number of allies have been killed/fled, creature is defending home, opponent outnumbers creature + his allies, opponent is obviously more skilled, etc.

While the final call could be down to the DM (these goblins will not flee, no matter what), some assistance or general guidelines would be good, even if it was optional.

Olaf the Stout
 

Yes (for NPCs and monsters, players should decide when they've had enough), but with the caveat that while I don't think needs to be a rules module so much as that it has always been something that is inherently optional. I.E. it's very situational, there are a lot of instances where it makes sense to bypass, it should never be hardcoded into the rules as something you must do, but rather a kind of DM aid for when the situation might be unclear.
 


Hmm. I agree with teaching PCs that it's OK to run away from a too-tough fight. But to encourage this you need more than an example - you need to reward the players accordingly. To quote an old Paranoia book "If you reward the players for doing something, they'll do more of that." The characters would need to be moderately successful in their escape, and not punished for being "cowardly" or hosing the rest of the party.

Of course, you wouldn't want to encourage this to the point that the players prefer this method of conflict avoidance. (I'm thinking of Bard's Tale 2 here.)

I'm honestly not sure that a rules system has ever gotten a good balance in this area; it would only have been exceptional DMs.
 

I have always wanted morale to have a solid mechanic rather than just relative judgement.

I would love to see it linked to charisma so Charisma isnt the "Automatic dump stat except for one sucker" stat. I like it when every stat has relevance both in and out of mechanics.

Imagine a High Charisma fighter who is able to use that to intimidate enemies on the battlefield i.e. not so focused on stacking to chip away at hit points, but more to chip away at resolve.

To me, it opens an interesting avenue for character design

I use Charisma as a morale modifier in my 1e AD&D game: CHA gives a % 'loyalty' mod, high CHA leaders can stop their minions fleeing. Eg when the PCs fought a bandit gang and the two sides were evenly matched, I rolled morale % but the bandit sub-chief kept her troops fighting through threats & imprecations (her high CHA boosted their morale over the flee % roll). Once she fell the survivors immediately surrendered.

On the other side, yeah I'll let 4e PCs use Intimidate checks as free or minor actions to cause enemy NPCs to flee or surrender. Although the guy who does this also butchers all his prisoners, so I'm going to have to raise the Surrender DC significantly for NPCs who know this!:lol:
 

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